Oblivion talk:NPCs
Contents
- 1 Question: Is it possible to modify default NPC behavior from the console?
- 2 Quick question
- 3 New page
- 4 I am extremely curious...
- 5 Can NPC's Contract Diseases?
- 6 Numbers
- 7 Can anyone help?
- 8 NPC Respawns
- 9 Dark Brotherhood Murderers and Mage Apprentices?
- 10 Dark Brotherhood and Base IDs
- 11 Imperial Legion Centurion
- 12 Static Actions
- 13 Race and Class
- 14 Eating Sound Effect
- 15 Aurorans
- 16 Reborn within seconds...
- 17 Finding NPC Stats?
- 18 Quest items on NPC
- 19 Guards and Poisoned Apples
- 20 Confidence
- 21 Overequipped NPCs
- 22 Question regarding how Health and Magicka are listed on the wiki
- 23 Fleeing characters
- 24 Jumping
- 25 Irrelevant NPCs
- 26 Patrolling Guards
- 27 Skills
- 28 Some NPC's always have fists raised/weapon unsheathed all the time. (after combat)
- 29 Armed Creatures
- 30 NPCs not following schedule!!
- 31 Maximum value of npc attributes
- 32 Effect of drain/absorb skill on NPCs
- 33 Does npcs uses mp cost reduction from their skills?
Question: Is it possible to modify default NPC behavior from the console?[edit]
First, my apologies if I'm not doing this right. I rarely edit wikis or use the talk pages, so I'm trying to learn by copying. Now about my question in detail - I see there are functions (e.g. getCurrentAIpackage, getCurrentAIProcedure) to show a referenced NPC's current behavior, but I don't see any corresponding 'set' functions. Basically what I want to do is populate my empty, lonely houses with attractive NPCs, but they always leave and go back to where they are normally found. I think what I'm trying to do is permanently change the 'travel' procedure to 'wander' so that they will stay in my house, talk amongst themselves, and basically hang out & look pretty. Is that possible with console commands, or would this require using the Construction Set? And if I do need the CS, can I use it to edit NPCs in a save file, or do I have to basically create a new, modded executable? Thanks! machinestate98.240.21.243 00:04, 11 July 2010 (UTC)
- The easy way would be to use the Construction Set, this would create a .esp file with your changes that you could then load into your save games. Jadrax 00:13, 11 July 2010 (UTC)
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- Thanks! 98.240.21.243 00:22, 11 July 2010 (UTC)machinestate
Quick question[edit]
How does one find the RefID of an NPC in the construction set? All I see listed is the BaseID. Thanks. -Anonargonian 06:29, 5 May 2010 (UTC)
- I figured it out. Get the Use Info of the NPC and go to the cell with the instance of the NPC to look at its RefID. -Anonargonian 21:37, 11 May 2010 (UTC)
New page[edit]
And another new page.... This should allow Oblivion:People to be used strictly for named NPCs; other categories (i.e., Adventurers) can all be filled in here. I only wrote down the first few categories that come to mind; I'm guessing these lists will grow alot as everyone fills in their favorites. This page also allows for general info about NPCs (including a definition of NPCs for anyone new to RPGs).--Nephele 00:44, 19 July 2006 (EDT)
- Yeah, I was thinking about doing this eventually. I forget who put "Adventurer" on my People page, but I was a little bit iffy about it being there. (Didn't want to remove it until I had somewhere else to put it though.) You also might link the Dremora on this page directly to Oblivion:Creatures_Dremora, even though there isn't much info there other than names. (See the talk on that page for the reason why.) Still want to put all the Dremora-specific weapons and armor up somewhere. (Maybe not the armor, since you can't remove it from them.) Maybe that would be a good place for it. --TheRealLurlock 09:15, 19 July 2006 (EDT)
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- "Adventurer" was my out-of-place contribution. If I recall correctly it was in an early stage of "your" :) People page, and just started to look more and more out of place as that page got fleshed out. I've got the Oblivion:Dungeons page pointing to your Oblivion:Dremora page, but I admit that these links are all likely to change (as much as anything else, I put links in to Oblivion:Dungeons just to advertise that page). Especially if you're ever inclined to do a construction-set data dump here, I could imagine alot of restructuring happening. But I thought getting a framework started and having a place to start linking to would be worthwhile.--Nephele 12:59, 19 July 2006 (EDT)
I am extremely curious...[edit]
I think this is the best spot to ask this...
I hope that someone could answer this question for me. I haven't thought of asking it on the wiki until now.
I have always wondered if traveling NPC's survive their journey's between cities. It's difficult to figure out how the game determines whether they die or not. (I'm on xbox) How can they travel from city to city and not die? Every road is covered in enemies!
Does waiting or fast traveling make it so the NPC arrives safely? Does it have to do with 'cells'? If so, how far away would I have to be from a traveling NPC to ensure their survival? (I try to keep as many NPC's alive as possible when I play) Or, does every traveling NPC die on their first trip? Because there is no way a mere citizen could survive a stroll from the Imperial City to Anvil. — Unsigned comment by Dio_225 (talk • contribs)
- Well, first off you gotta think that there's not that many NPCs who travel about Cyrodiil or out of their primary city. A few that are encountered during quests, or that you're told can be found traveling from one place to another during certain quests, could be essential so they can't die. I am huge on not letting any NPCs get killed unless it was basically something I did/wanted to happen. I've played certain parts countless times to ensure the survival of characters I've never even seen again, and I've reloaded saves from longer than an hour previously just because I too can't stand it. So I completely know where you're coming from.
- In my experience, the NPC only seems to be in danger when you are in the same cell as they are (pretty much what you're thinking). More-or-less, the enemies aren't loaded in unless you are in their vicinity (cell). While the game keeps track of dead corpses it doesn't place the random live ones until you are close enough. A good way of seeing this first hand, load a game coming out of a city, or rather a save at any location, then take off running in one direction until you reach some sort of random living creature (may it be Deer, a Troll, a Minotaur). Then reload the same save and run to the same spot, you'll find 95+% of the time that the creature is different. The Troll is now some Deer, etc. It can also be seen when an essential NPC (one that goes unconscious) is in the Wilderness fighting something. As long as you're in the same cell, you'll get the "So and So is Unconscious" message, once you're far enough away from them, it stops keeping track and says nothing. Imagine the game keeping track of enemies all over the entire map when you're just in Bravil, it would be death to a system. So, someone will have to confirm this but basically as long as you aren't with them, they should be fine. --AlbinoMudcrab 01:14, 29 April 2007 (EDT)
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- Thanks for the reply! Somtimes I wish that Bethesda had left the roads clear of enemies so that more NPC's could travel safely and you could run from place to place faster. It's just not realistic to have frequently traveled roads (Imperial patrols) covered in enemies that respawn after like 3 days.
I've got some unfortunate news lol, i found a Marinus Catiotus dead next to a bandit on the road the gold road between Skingrad and Anvil. I thought this odd because i remember reading your above posts. I looked the dead victim up and he makes occasional trips between the imperial city and Bravil. I'm fairly sure that the cell thing is untrue or partially true because i have never been at this specific area before, evidence of this is me finding some new bandit camps, although maybe me being in Kvatch was close enough, more specifically, his body was found directly north of Mortal Camp. So not sure when he died though, i JUST arrived there and he was dead...:( my question is will he ever respawn?? he's a named NPC and i know imperial patrols will respawn but not sure about these type of people. --Piercethetruth 01:52, 12 November 2007 (EST)
- AlbinoMudcrab is more or less correct. NPCs are only in danger of being killed if you are in the general vicinity. This is because most hostile NPCs and creatures are only spawned in when their cell is loaded (the default for this is 5 cells in all directions from where you are), and those that are already spawned in generally have 'low level processing' set off - this means that their AI won't run if they are not in a loaded cell. As a result, if you are in Cheydinhal, and an NPC is walking from Skingrad to Anvil, they will not be in any danger during their journey. However, if you are in the region of the gold road, the NPC will be in danger when they move into the loaded cell area around you. Being in the Kvatch area, you are likely to have a section of the gold road loaded, so if the NPC is in that loaded section, they could be killed by any hostiles in the area.
- As for respawning, I don't think that any named NPC will respawn. --Gaebrial 03:00, 13 November 2007 (EST)
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- noooo!!! i was gonna collect every single key of every single city and put it in my house of that corresponding city. i don't know why i didn't loot the corpse..bah i try my hardest to stop these people from dying :(. thanks for reply!!--Piercethetruth 05:01, 13 November 2007 (EST)
Can NPC's Contract Diseases?[edit]
Just wondering if NPC's can contract diseases. Also, if they can get diseases, do they turn into a vampire when infected with Porphyric Hemophilia? Thanks for any replies! Dio 225
- Lurlock and I discussed this a while back at Oblivion_Talk:Magical_Effects#Weakness_to_Disease. Basically, there isn't any evidence that NPCs can ever catch diseases. And it's a pretty safe bet that even if they could, they wouldn't turn into vampires, because the "VampireScript" that turns the player into a vampire is specifically written for the player. --NepheleTalk 18:49, 16 May 2007 (EDT)
- Thanks for the reply! I'll check some other discussion pages first before asking another question. Dio 225
Numbers[edit]
How many total NPS are in the world.... Like On an average since it changes... Any ideas? I know they said its less then in Morrowind.
- The total number of NPC_ records in the Oblivion master file (with Shivering Isles installed) is 1,839. That includes a load of test characters, the templates for Bandits, Conjurers etc and the player him/herself. The number of entities with the Category:Oblivion-NPCs flag is 922. In other words, only about half of those are deemed mentionable by wiki editors. --RpehTalk 13:19, 6 August 2007 (EDT)
Can anyone help?[edit]
I was trying to calculate NPC health. But I could never understand the formula. For example, Hassildor's health is given as 40 + (5+1.4)x(PC+19), PC=1-23. How much does it calculate to? What does "1-23" mean? Can anyone please help? --Mankar Camoran 15:51, 9 September 2007 (EDT)
- I would imagine that PC is your character's level, which means that Hassildor's health changes depending on your level. So for Hassildor, the formula will produce different values when your level is anywhere between 1 and 23. Once you are at level 23, Hassildor's health will have reached its maximum and will not increase any more, even when you continue to level up.
- So when you are level 1, the formula looks like this: 40 + (5+1.4) x (1+19) = 168
- At level 5: 40 + (5+1.4) x (5+19) = 193.6
- And at level 23: 40 + (5+1.4) x (23+19) = 308.8
- But since the formula doesn't allow for PC to be greater than 23, Hassildor will have 308.8 health when you are level 24 and above. Hope that helps! --Eshe 17:40, 9 September 2007 (EDT)
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- One slight correction: above level 23, the NPC's health will continue to increase, it's just that the formula that's been provided won't work anymore above level 23. For more information, you may want to look at Oblivion Talk:People#Summarizing NPC Health. --NepheleTalk 01:56, 10 September 2007 (EDT)
- Thanks a lot. I knew I could count on you! --Mankar Camoran 09:10, 10 September 2007 (EDT)
- One slight correction: above level 23, the NPC's health will continue to increase, it's just that the formula that's been provided won't work anymore above level 23. For more information, you may want to look at Oblivion Talk:People#Summarizing NPC Health. --NepheleTalk 01:56, 10 September 2007 (EDT)
NPC Respawns[edit]
Does anyone know why the Skingrad guard stationed in Bruma doesn't regenerate a new set of his cities cuirass and armor after i pickpocketed him? (don't judge me!) i was under the assumption that generic NPCs would regenerate items. they respawn after they die right? do NPCS in general not regenerate items after pickpocketed? i stole some items off of the sleeping Cammona thugs at walkers camp and came back and they had new items. Anyone know the specifics and details? Furthermore, i took some Bruma cuirsases and shields from the Bruma guards and they still walk around with a plain shirt and no shield, yet, the Chorrol guards appeared to have respawned their stolen items for some reason. Anyone know what im missing or what the respawn rules are for NPCs?
- i just took some keys from a countess whos essential they have yet to respawn so im assuming that essential NPCs don't respawn items stolen from them, so then i took the chorrol cuirass from the captain of the chorrol guard along with his sword and he has yet to respawn those, so named NPCs don't respawn items either? but i think guards have started respawning their cuirasses and stuff i stole from them, does this mean that if i gave the entire bruma army a set of bound armor, they'd just reset after 73 hours or something?? :(--Piercethetruth 00:20, 12 November 2007 (EST)
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- a little update and another question. i stole a daedric shortsword from the gray fox and after the next time i saw him at another different house (cheydinhal) he had another one. I thought essential NPCs didnt regenerate items..im so confused. i'm thinking maybe its because he simply dissapears between quests so different rules apply? does that mean i could take the gray cowl more than once from him by reverse pickpocketing? any comments? thanks--Piercethetruth 04:06, 12 November 2007 (EST)
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- I'm not sure but I think all generic NPCs are regenerated every three in-game days. Like even if a generic guard was alive the last time you met him, the one you meet again after three days is probably a respawned version of the same guy. So if you want a guard to retain his inventory for more than three days, you must visit him once in every 72 hours or so(to prevent him from respawning). Same thing with enemies, you walk into a dungeon and find a Vampire Scout,regardless of whether you kill him or not, if you return after three days another vampire will be spawned fresh. --Sundar 07:36, 12 November 2007 (EST)
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- I don't think there is any one single answer here, but I'm also not sure that anyone has done testing to figure out answers to questions like those that you're answering.
- Any NPC that is generated from a leveled list will be regenerated after 3 days... but that is not every generic NPC. The guards for example, are generic NPCs but they do not come from a leveled list: all of the instances of the guards are predetermined and tied to a fixed, unchanging RefId. So I don't think there's any reason for the guards to automatically respawn after 3 days. If killed, yes, they should respawn (the guards at least, because the respawn flag is set for those NPCs; although that's not necessarily true of every generic NPC in the game). But I doubt that they get regenerated otherwise.
- As for the inventory carried by NPCs, it's even less well tested. My guess at the moment is that on leveled NPCs, inventory items that come from leveled lists will regenerate when your character levels up. It's possible that leveled-list items even on non-leveled NPCs regenerate. I know I have tested one NPC (S'thasa) and confirmed that, in her one case, her leveled weapon respawns when your character levels up. But a lot more testing would be needed to figure out the overall rules governing inventories. --NepheleTalk 13:13, 12 November 2007 (EST)
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- hmm ok then, guess i have some testing to do, i doubt that the NPC will respawn if alive every 73 hours no matter what because then his disposition will reset and players would be constantly bribing guards to be able to commit crimes and have the guards pay for it themselves. i guess i'm the first to ask these types of questions because im stealing a lot without wanting to kill players, and wondering why certain victims of mine have new items and others don't. I'll start testing soon, thanks. --Piercethetruth 19:38, 12 November 2007 (EST)
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- Well if guards do not respawn unless killed, and if Bruma Guards do not regenerate items like you mentioned, I don't think Chorrol guards would either. Are you sure you checked the same guards? Guards have different shifts and since most of them look more or less identical, it is likely that you may have stolen the cuirass from a particular guard and returned a week later to find another guard at the same spot wearing one. The Allies for Bruma page doesn't mention whether the soldiers sent for aid actually respawn, and because they serve no other purpose in the game and are only seen after completing different parts of that quest, I think it's safe to assume that they don't. If that's the case, their inventories are probably treated differently. --Sundar 11:07, 13 November 2007 (EST)
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- Yeah i'm not too sure, i haven't really done some serious testing. when i can get around to it i'll rob the entire bruma's attire when they're sleeping and come back in 100 hours to be safe and check it out, then i'll raise their disposition and return in 100 hours and see if it remains. hopefully i can get a solid confirmation, because previously it seems that some guards do and some guards dont. and the allies for bruma never respawn like you said. i went on a killing spree for a test but nothing solid yet. --Piercethetruth 21:08, 13 November 2007 (EST)
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Dark Brotherhood Murderers and Mage Apprentices?[edit]
Does anyone know if the Dark Brotherhood Murderers respawn? and does Mages mean that the Mage Apprentices respawn?76.114.81.166 19:04, 26 December 2007 (EST) soulboxin85
- Yes both respawn. See Dark Brotherhood Murderer and Mage Apprentice for details; the Followers page also summarizes whether or not various followers respawn. --NepheleTalk 21:46, 26 December 2007 (EST)
Dark Brotherhood and Base IDs[edit]
I'd just like to check something. I understand from reading this page what the dangers are of using the Base IDs for spawning NPCs. If they are involved in quests, they won't do anything they are supposed to do. However, the Ref ID method does not work (at least I don't think it does) if the person you want to summon has died and disappeared. I mention this because I like to re-populate the DB sanctuary with the members I liked once that questline is complete. But of course, their bodies have long since gone by then. So, since they are not involved in any quests after that - and just act as window dressing - is it okay to use the Base IDs in those circumstances? If there's a way to use Ref IDs for this purpose, I'd also like to know. Thanks. — Unsigned comment by 87.127.79.8 (talk)
- I'd suggest first trying to use the RefID, including the resurrect and enable commands as mentioned on the article. I haven't experimented myself with vanished dead NPCs, but I know from some other cases that NPCs can be brought back from apparent non-existence. If it doesn't work, then using the BaseID is your only option ;) There may be some quirks with the duplicate NPCs, even if there are no quests (e.g., several of the DB dialogues are specifically tied to the RefID; the ability to open some sanctuary doors is tied to the RefID). --NepheleTalk 02:00, 15 February 2008 (EST)
Interesting, thanks for that. I have been playing around with this, and I actually managed to bring back Hannibal Traven from the dead, despite the fact that his body had vanished. So when I get around to the DB I'll try that method too. It wasn't quite as simple as a couple of codes - it needed several goes and in a funny order, but it worked eventually. Now I've got to work out a way to bring back the Countess of Leyawiin now she has lost all her clothes ;)
Imperial Legion Centurion[edit]
That link just stands there... is there actually a legion centurion in-game? I've seen captains, but never centurions...--LordDagon 12:56, 19 March 2008 (EDT)
- Hmm. You might be right. There are two centurions defined in game. They each own a bed in the Imperial Legion Barracks (IC Prison District) and their ids (Dark09CeremonyGuard and Dark09CeremonyGuard2) suggest they were part of the Permanent Retirement quest. The only time they're used though is with that ownership reference. Unless anybody else can spot anything, that means they don't ever appear in the game. –Rpeh•T•C•E• 14:58, 19 March 2008 (EDT)
- If they don't appear, than shoulden't their page be deleted? --LordDagon 09:27, 30 March 2008 (EDT)
Static Actions[edit]
There isn't really a page to ask this on, but can the player's character perform any static actions (other than yawning whilst in a chair, and calming a horse whilst riding it)? --Merco 12:26, 27 March 2008 (EDT)
- If you mean static actions like giving a speech (like the prophet) or hailing somewone (like the Blades hail martin), i don't think they can be performed by the player, unfortunately...--LordDagon 09:27, 30 March 2008 (EDT)
Race and Class[edit]
I was wondering: Recently, the gender has been removed from some of the NPCs' talk pages' introduction, but not the race and the class. Why not? Is there a specific reason for that? If so, I would like to know. Don't know if this is mentioned somewhere already. If so, sorry. Wolok gro-Barok 18:16, 22 May 2009 (EDT)
- See UESPWiki:Archive/CP Gender on NPC Pages. --NepheleTalk 18:52, 22 May 2009 (EDT)
- Thanks! Wolok gro-Barok 18:55, 22 May 2009 (EDT)
Eating Sound Effect[edit]
http://www.youtube.com/watch?v=iK4iR_stpoo#movie_player 1:44 of the video, it sounds just like Oblivion's NPC when they eat something, coincidence or did the game developers copied this sound effect from Matilda? — Unsigned comment by 173.80.36.220 (talk) on 1 August 2009
- People use sound effect libraries all the time. I've heard Quake sound effects crop up on TV ads. This will be the same sort of thing. –rpeh•T•C•E• 06:20, 4 August 2009 (UTC)
Aurorans[edit]
Aurorans are not NPCs, they're creatures. Therefore I find it necessary to remove them from this page.Weebum-Na 02:38, 25 December 2009 (UTC)
- Correct.--Arch-Mage Matt 03:42, 25 December 2009 (UTC)
Reborn within seconds...[edit]
--86.185.24.162 21:03, 20 February 2010 (UTC)
Whilst doing the Thieves Guild quest line (which is mostly based around the Imperial City) I've noticed when I fast travel to the Imperial City or wait, the civilians respawn in a tight compact group and refuse to walk and play their role, they stand there in a triangular format staring at you.
- I think your running on some kind of mod, one thing is they never do that, the second thing is they don't respawn.--Arch-Mage Matt 01:29, 11 March 2010 (UTC)
Finding NPC Stats?[edit]
How can someone look up an npc's stats? Is there a console command that can display a certain stat numerically, or all of them? I'd like to change a few stats for certain npcs but all I can find are the calculations for npcs at different levels, which isn't helpful because the only way I can change an npc's stats is with the setav command. — Unsigned comment by 99.53.156.55 (talk) on 2 May 2010
- You can see most stats by clicking on an NPC with the console open then typing
tdt
then ... I think it'ssdt 9
although this will give you more options. Please, please be aware that the reason NPCs have the values they do is because they have been checked by other editors. They may be leveled or they may be fixed: changing the values without knowing what's going on might not be very helpful. rpeh •T•C•E• 00:31, 5 May 2010 (UTC)
Quest items on NPC[edit]
"If the NPC is not visible after those commands, then the character may have been disabled"
This line, in tangent with various comments made here in the discussion section, point to unnamed NPCs being automatically disabled and respawned every three days, to the extent that if you reverse pick pocketed certain items on an NPC, that character and the item they're carrying would vanish eventually. Conversely, should you add a quest item via console command onto a named NPC's corpse, that corpse would remain indefinitely.
So, um... if you were to add a quest item to a living, unnamed NPC--say a bandit--would the quest item's corpse persist effect override the respawn command, and would another bandit show up eventually if the current one stayed? 208.53.99.65
Guards and Poisoned Apples[edit]
Here is an Intresting quirk with Guard respawns: If you feed one a poison apple, all the guards that spawn after him will die as well. The Script for the poison is not removed upon death, so you have guards dying for no apparent reason. — Unsigned comment by 184.77.194.254 (talk) at 04:14 on 2 July 2010
- Is there anyway to stop the script on respawning guards? I don't really like finding corpses all the time. Oh, and I can't access the console -- Xbox 360 gamer. 77.248.47.105 10:11, 29 May 2011 (UTC)
Confidence[edit]
Why has Confidence never come up on the NPC Stat-box? It's as important as aggression or responsibility. --Arch-Mage Matt Did I Do That? 17:22, 18 August 2010 (UTC)
- I don't know about it's importance. Knowing if an NPC will fight back is really only useful for followers. Also, most NPCs will automatically flee after being hit a set amount of time. -- Jplatinum16 03:19, 20 August 2010 (UTC)
- That is because their confidence is 50. But saying it isn't worth putting on NPC's pages because almost every NPC's confidence is the same would be hypocritical, as most NPC's have an aggression of five. --Arch-Mage Matt Did I Do That? 04:26, 20 August 2010 (UTC)
- Good point. I guess sometime in UESP history, confidence was overlooked and aggression wasn't. I don't know much about the confidence statistic but it doesn't seem to go hand in hand with disposition like aggression does. -- Jplatinum16 14:09, 20 August 2010 (UTC)
- Before my time. There's no reason why we can't add it now though, although it really needs another value to balance the table. Energy doesn't seem very useful... we could move the "Permanent Corpse" thing in there, I suppose. rpeh •T•C•E• 14:47, 20 August 2010 (UTC)
- Confidence basically has three important numbers: 0 = Always Flees, 50 = Flees at half health, 100 = Never flees. All numbers in between just shift it a bit, but they never really vary from that. Quest Item status may be important enough. Other checkable items are No Low level Processing, No Rumors, and No Persiuasion. --Arch-Mage Matt Did I Do That? 03:29, 23 August 2010 (UTC)
- Before my time. There's no reason why we can't add it now though, although it really needs another value to balance the table. Energy doesn't seem very useful... we could move the "Permanent Corpse" thing in there, I suppose. rpeh •T•C•E• 14:47, 20 August 2010 (UTC)
- Good point. I guess sometime in UESP history, confidence was overlooked and aggression wasn't. I don't know much about the confidence statistic but it doesn't seem to go hand in hand with disposition like aggression does. -- Jplatinum16 14:09, 20 August 2010 (UTC)
- That is because their confidence is 50. But saying it isn't worth putting on NPC's pages because almost every NPC's confidence is the same would be hypocritical, as most NPC's have an aggression of five. --Arch-Mage Matt Did I Do That? 04:26, 20 August 2010 (UTC)
Overequipped NPCs[edit]
Not sure where this would get seen, but here's as good as any I suppose...Anyway, I was in Memorial Cave hunting vampires and a few of them seemed to have more equipment on them than they should. One was wearing a Grey Robe, but when I entered the inventory, it said he was wearing both the robe and a fur cuirass. Another was wearing some sort of Outfit, and also several pieces of Fur Armor. --DKong27 Talk Cont 19:37, 25 November 2010 (UTC)
Question regarding how Health and Magicka are listed on the wiki[edit]
I see formulas written in a format like "75 + (3+0.6)x(PC-3), PC=7-69", is there any reason it's so... messy? For that specific example, it could have just as well been "64.2 + 3.6*PC, PC=7-69", which requires much less to-and-fro on a calculator to get the same result, and doesn't give the illusion of it being so complicated (two additions, a subtraction and a multiplication becoming just an addition and a multiplication). If there is a reason for the abstract formulas, that's okay too though. I heard it was generated by some program, so perhaps it's a case of it not being able to simplify the equations? — Unsigned comment by 13:37:13:37 (talk • contribs)
- Formulas are designed as a base plus a level multiplier. In this case, 75 is the base and 3+0.6 is the multiplier, where the NPC level is PC-level minus 3. There is logic behind the formula, while your condensation of it is just random numbers.--Brf 04:30, 10 January 2011 (UTC)
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- Random numbers indeed, but that's how the original formula appeared without the explanation. I'm still not sure why 3 and 0.6 have to be separated, but I suppose it means something in the context of the construction set.125.239.234.49 23:58, 20 January 2011 (UTC)
Fleeing characters[edit]
If a character gets into a fight and starts fleeing, where do they go? and do they ever come back? The master security trainer fled when i got into a fight with the guards in front of the prison, and i want to know where i can find him or if he will come back. Squeegee6969 17:37, 26 March 2011 (UTC)
- They just run around, trying to get away from whatever it is they're fleeing from. Depending on their AI, they may or may not come back. Most NPCs have a schedule which specifies where they live - even enemies like bandits hang out in the general area around where they spawn. However, if they aren't directly told where to go (e.g. if they wander around their current location as opposed to their editor location) then they will not come back, and will stand around where ever it is they stopped fleeing. Of course, if they're killed while fleeing they will certainly not come back (unless they respawn, obviously). In your case, just wait somewhere for a while and the security trainer should eventually show up again. Legoless 17:46, 26 March 2011 (UTC)
Jumping[edit]
I was just curious, are there any circumstances under which an NPC would ever jump? I have never seen this question addressed before, and have personally never seen it happen. Would it ever happen? Facebag 18:27, 24 May 2011 (UTC)
- Nope. The closest thing to jumping would be if an NPC fell off something. Legoless 18:37, 24 May 2011 (UTC)
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- NPCs will jump if following you — Unsigned comment by 173.238.46.115 (talk) at 12:43 on 28 August 2012
Irrelevant NPCs[edit]
I was looking around the internet for a list of NPCs in Oblivion that literally offer you nothing except their possessions. I can't think of any specific names right now, but like in the Imperial City for instance, I found several NPCs who don't play a part in any quest or have any services for you. So I kill them and take their gold. I think the Morrowind section has an article on this, but I couldn't find one On Oblivion. Can anybody help me on this? It does get rather tedious stopping the game at each house to look up their individual pages here, confirm that they are absolutely useless and then do the dirty deed. — Unsigned comment by 69.47.217.24 (talk) at 19:45 on 31 May 2011
- There is no such list on the wiki. Unlike Morrowind's numerous "clutter NPCs" with no use other than to look pretty, most Oblivion NPCs are quite detailed, even if not directly related to a quest. Therefore almost every NPC in Oblivion has their own article, and a list of "irrelevant" ones was never compiled. Killing NPCs isn't a good idea anyway. Legoless 19:06, 31 May 2011 (UTC)
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- How about the Generic ones? They just respawn anyway. --Brf 19:12, 31 May 2011 (UTC)
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- There is Generic ones? I thought all of them were important, besides the unnamed guards of course.--Candc4 20:13, 31 May 2011 (UTC)
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- Read the article. There is a whole section on generics. --Brf 20:23, 31 May 2011 (UTC)
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Patrolling Guards[edit]
Hey there, I am currently messing with the MERP mod because the developers said they will wait for Skyrim to port it and complete it. I am trying to make some city guards in Minas Tirith. The problem is that I don't know how to make them walk around the city. I put a big path grid currently on the lower city. I just managed 1 guard to start from 1 place and reach another and then he stops completely. Also I can't put topics, so when I commit a crime they keep coming and say hello to me -.- Please help me, I haven't slept for 3 days I am hitting my head to figure this out -.- 91.138.210.47 01:08, 28 June 2011 (UTC)Brognor
Skills[edit]
Is it possible to increase NPC's skills? e.g: pushing them off ledges, letting them hit you etc. 79.97.40.245 19:08, 29 August 2011 (UTC)
- I don't think that they level like that, according to the page they level up when the PC levels up and not separately. I am unsure but there is a formula quoted for skill increase which relates to them levelling up. If they use this formula I can't imagine that they 'skill up' in the same way the PC does so I can't see this working but it might, unless we already have an answer I suppose we could test it, although I don't know how -- Thanks --KizC ·•· Talk ·•· Contribs ·•· Mail ·•· 19:50, 29 August 2011 (UTC)
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- By NPC I mean people in towns and cities not bandits, maurauders etc. You could be right though.
- If you are going to test it I would suggest letting somebody hit you with a sword for as long as possible and see how much damage is done per each hit and over longer time periods. Thanks 79.97.40.245 21:40, 29 August 2011 (UTC)
Some NPC's always have fists raised/weapon unsheathed all the time. (after combat)[edit]
First I would like to say that I play a pretty clean installation of Oblivion GotY with no mods besides the unofficial patches, Quest award leveler, and hud status bars.
I created an Altmer, pure mage type character that (after I got some nice spells) started to go on killing sprees in various cities, mainly in the Imperial City farming the guards for money and for fun. During all the chaos, some NPC's picked up the guards silver longswords, and started to attack me. I simply would avoid them, kill the remaining guards, then yield to the citizens. after I was out of combat I noticed a few NPC's in the imperial city still have their fists raised/weapon out at all times even though they are not in combat.
It's really starting to bother me, like for example: Thoronir from The Copious Coinpurse has his fists raised every time i go in the shop to buy stuff from him, also when he is walking outside. Same thing with Velus Hosidius at the Merchants Inn. He always has his fists raised. I can talk to and barter normally with anyone that this is happening to, so they are not hostile.
Now my infamy is 261 and my fame is only 35. Could it be a side effect of having high infamy? At this point I have no clue on why they are doing this. I searched on google and bugs lists on this site to no avail. Perhaps someone has experienced this before and knows why? --174.140.70.17 05:22, 25 June 2013 (GMT)
- It seems more like your multiple killing sprees have forced a bug. Your actions would be considered to be outside normal gameplay, and thus would not be accounted for in any scripting. Silence is GoldenBreak the Silence 12:26, 25 June 2013 (GMT)
Armed Creatures[edit]
If a creature is armed or at least capable of wielding a weapon, do they follow these same rules? Off the top of my head, this would include skeletons, wraiths, minotaurs, goblins, and Xivali. I'm especially interested in my summons. I was looking to fortify my guardian skeleton's agility and it looked like he had 35 agility, IIRC. That was surprising because the basic skeleton's stat was significantly higher. I was curious why that was. 71.221.121.173 04:00, 1 December 2013 (GMT)
NPCs not following schedule!![edit]
I'm playing oblivion on the xbox and on several different occasions i've went looking for a specific npc (for example a trainer most times) and the trainer was not where he/she was supposed to be at that time. For example, Ganredhel was supposed to wake up and wander her home from 4am to 10am but instead she is not there. After that she was supposed to be at Borba's Goods and Stores but she wasn't there either. For awhile I thought maybe she had died somehow but then she shows up at her house at 2!! SHES SUPPOSED TO BE AT THE LODGE!!
Anyway, this isn't the first time this has happened and i'm wondering if its because i haven't downloaded the update yet I have no clue someone help...
Maximum value of npc attributes[edit]
Npc in the game have the same limit of the attributes value as the player character?--151.55.163.105 19:37, 30 October 2017 (UTC)
Effect of drain/absorb skill on NPCs[edit]
By now the effects of drain/damage/absorb attributes on NPCs has been established. I still wonder about certain effects of drain/absorb skills on the side of the NPC: does the spell cost of casting spells for NPCs rise when a spell skill is decreased? Do armor rating and weapon damage also decrease when associated skills are decreased? Nowhere on a talk page this is addressed on the site. https://en.uesp.net/wiki/Oblivion_talk:Drain_Skill#Skill_perks only talks about abilities, not about general other information like spell cost/armor rating/weapon damage. --C0rTeZ48 (talk) 17:16, 24 August 2021 (UTC)
Does npcs uses mp cost reduction from their skills?[edit]
Considering Minimarco cant cast more than 1 spell, its not?